Ragdoll Boxing: Match of the Century

Description

Enter the ring. One iPad, two players, six fingers, and … hrm I lost count. Oh yea, something about RAGDOLL BOXING!!!

Take control of Bare Knuckle Champion Freddy “the Freight Train” Fontaine, or a real* live Gorilla and battle your friend.

Utilizing advanced 2d physics simulation and direct multi-touch controls we’ve made the game that we’ve always wanted to play. We think this is what tablets were made for.

Tips:

Disable ‘Multitasking Gestures’ in settings before playing. (You need more than 4 fingers on the screen to play.)

This isn’t a game about birds. Grab and HOLD the control tabs. Don’t flick.

Use the control handles like sticks, not strings.

Strategic strikes? Frantic flailing? Boxing is a gentlemanly sport. You choose, good sir.

Gravity is an illusion. Overcome it.

Think meta.

*proprietor not responsible for lack of an actual gorilla in match

How did TexturePacker help you with your development?

I built the initial version of Match of the Century at a Game Jam with my artist friend.

Almost every single asset we have in the final game was built during a 48 hour period.

Eric was the only artist, and I was the only programmer. We simply didn't have the man power or time to manually make a sprite sheet, or futz around with shoddy tools. TexturePacker made the game possible!

I attached the main SpriteSheet as screenshot #5 for reference. I couldn't imagine laying that out by hand, or in a naive grid.

What are your favorite TexturePacker features?

It sounds boring, but texture packer does exactly what I expect it to. It works exactly as expected, and is always a joy to use. I can't complain.

Any tips and tricks you want to share with the community?

I keep all my source art (psd, png, tps) and sound (wav, mp3) in an 'original' folder under source control along side my final art folder.

When I need to regenerate some asset, its just a matter of opening it up and re-exporting. Either manually, or via a few shell scripts.

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